template<CastlingRight Cr, bool Checks, bool Chess960>
ExtMove* generate_castling(const Position& pos, ExtMove* moveList, Color us) {
- static const bool KingSide = (Cr == WHITE_OO || Cr == BLACK_OO);
+ constexpr bool KingSide = (Cr == WHITE_OO || Cr == BLACK_OO);
if (pos.castling_impeded(Cr) || !pos.can_castle(Cr))
return moveList;
assert(!pos.checkers());
- const Direction K = Chess960 ? kto > kfrom ? WEST : EAST
- : KingSide ? WEST : EAST;
+ const Direction step = Chess960 ? kto > kfrom ? WEST : EAST
+ : KingSide ? WEST : EAST;
- for (Square s = kto; s != kfrom; s += K)
+ for (Square s = kto; s != kfrom; s += step)
if (pos.attackers_to(s) & enemies)
return moveList;
// Compute our parametrized parameters at compile time, named according to
// the point of view of white side.
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
- const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
- const Direction Up = (Us == WHITE ? NORTH : SOUTH);
- const Direction UpRight = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
- const Direction UpLeft = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ constexpr Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
+ constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ constexpr Direction UpRight = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ constexpr Direction UpLeft = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
Bitboard emptySquares;
template<Color Us, GenType Type>
ExtMove* generate_all(const Position& pos, ExtMove* moveList, Bitboard target) {
- const bool Checks = Type == QUIET_CHECKS;
+ constexpr bool Checks = Type == QUIET_CHECKS;
moveList = generate_pawn_moves<Us, Type>(pos, moveList, target);
moveList = generate_moves<KNIGHT, Checks>(pos, moveList, Us, target);